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Need help with "addmusic" or porting?

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Well, you can either get the .txt version of each SMW OST song (They're bundled with AddMusicM, iirc.) and reinsert them manually, or just stick with a nothing-but-custom-music-hack.
Thanks! I have another question, how I can put sample banks in title screen music?

Insert the sample bank in to level C7.

Credit To Luig-San For The Layout!
Bowser's Attack On Yoshi's Island Is Canceled...
I'll be away from the 24th of July for a about a week.


No, doesn't work, I already tryed but only change the sound effects, not the music. I'm using the second intro theme from bowser strike's back...

Which Addmusic are you using?
Have you inserted the N-SPC patch?

Credit To Luig-San For The Layout!
Bowser's Attack On Yoshi's Island Is Canceled...
I'll be away from the 24th of July for a about a week.


No, this is not the problem, the problem is the sample bank, the music uses different instruments, so I need the sample bank but I don't know how to put a Sample Bank on title screen MUSIC. But answering your question, yes, I insert the N-SPC patch, the carol's one that support $E5 command and my addmusic is the Romi one..

For some reason, the Bowser Strikes Back songs only seem to work with carol's Addmusic.

Credit To Luig-San For The Layout!
Bowser's Attack On Yoshi's Island Is Canceled...
I'll be away from the 24th of July for a about a week.


No, they don't. They work in carol's addmusic because carol's addmusic insert carol's N-SPC patch, and Romi's insert other N-SPC patch.. Just change the N-SPC patch and everything it's ok. But I relly can't find a way to insert samples on title screen..
I'm porting "Under the Bridge" by RCHP, and channel 1 (Acoustic Steel Guitar) gets offbeat at around verse 1. Can anyone help me fix this?

Text

SPC
I need some help with pitch bending. The line of text I need it done on is this:

r8d+8e4d+8e8d+8e8c8

I tried this:

r8d+&8e4&d+8&e8&d+8&e8&c8

...But the notes sounded weird and fractured. I need this line of notes to be tied together to form one note; can someone help me with this?
Stringed pitch bending is difficult. Here is how I do it. Allow me to use an example line.

Say we want to make a continuous full tone waver on this line:

Code
#0

o4
d2e2d2e2d2e2


First, merge the notes together into a starting pitch:

Code
#0

o4
d2^2^2^2^2^2


This is where it gets a bit tricky. We'll be using the $DD command, as well as the N-SPC note chart. If you're not familiar with the $DD command, the syntax is like this:

$DD $XX $YY $ZZ

$XX = $01
$YY = length of bend (higher number = longer length).
$ZZ = hex value of note to bend to (refer to previously linked chart).

Based off of the original set of notes, we'll want five bends, all on o4 (which is actually 3 in the list. Therefore, our final result should be something like:

Code
#0

o4
d2$DD$01$FF$A8^2$DD$01$FF$A6^2$DD$01$FF$A8^2$DD$01$FF$A6^2$DD$01$FF$A8^2


(it's been a while since I've done consecutive bends. I hope I've remembered and given a fair enough explanation for you.)
That's exactly what I need. I hadn't even considered the $DD command.

Thanks for the help!

Edit: I tried the above steps, and it worked...in a way. AddMusic loaded the song into the ROM, but when I went to the level where the song is played, the music played up until the point of the pitch bends, and then it, and the sound effects, stopped playing. When I died, the game froze.

I entered this line of text:


o5r8d+8$DD$01$FF$B3^4$DD$01$FF$B4^8$DD$01$FF$B3^8$DD$01$FF$B4^8$DD$01$FF$B3^8$DD$01$FF$B4

And yes, I have applied the MORE.asm patch (the one from the site, not the one that came with Romi's AddMusic). Does anyone have a solution?
ok... so i need to know some stuff ;_;

i am trying to port THIS!

but i need to know how to decrease the size of it.
is this just a matter of trial and error and finding channels that wont make too much of a difference and deleting them?

also when i have to change the octaves, if it has more than one error (octave being too high), (like around 4,) how would i correct that... do I just use octave changer on that line 3/4 times or do i do it to certain numbers or what?

EDIT: i ment 4 errors on the same line... sorry
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When reducing a MIDI's size, look for channels that are exactly the same and delete one of them.

As for octaves, a group of bad octaves will usually be in the same channel, like #5. All you have to do is lower every octave in that channel by however many needed to bring the highest octaves down to o6 or lower.

Here's an example:

#5 l4 @0 v225
o4aaaa
>aaaa
<aaaa
o7bbbb
cccc
<d>c<dc>

In this example, you need to lower o4 to o3 and o7 to o6, so that all octaves are increased/decreased at an equal rate. Otherwise, your notes will jump around between octaves and sound terrible.

As a side note, o6 is almost always too high. My highest notes never go beyond o5, so bear that in mind.
Originally posted by Camerin Neede
When reducing a MIDI's size, look for channels that are exactly the same and delete one of them.

As for octaves, a group of bad octaves will usually be in the same channel, like #5. All you have to do is lower every octave in that channel by however many needed to bring the highest octaves down to o6 or lower.

Here's an example:

#5 l4 @0 v225
o4aaaa
>aaaa
<aaaa
o7bbbb
cccc
<d>c<dc>

In this example, you need to lower o4 to o3 and o7 to o6, so that all octaves are increased/decreased at an equal rate. Otherwise, your notes will jump around between octaves and sound terrible.

As a side note, o6 is almost always too high. My highest notes never go beyond o5, so bear that in mind.


ahaa, thank you very much !
REMOVED
I'd like to insert a sound effect into part of a song. If I found a wind-blowing SFX, in a .wav form, how would I go about inserting it into my music? Do I need the Sound Ripper, or can I do it with Sample Tool?

Thanks in advance.
Do it with sample too. Most wind ssamples from other games are actually looped samples which undergo a lot of constant pitch bends, so if you want the size-reducing route, do that. Alternatively, grab a wind WAV, insert it via Sample Tool, and call it in the song.
Hello. I hope this is a good place to ask this here.

So, I tried yesterday to insert some ports with AddmusicM (ver. 0.93). I have a clean ROM, expanded to 2 MB, I have the IxHash package in ActivePerl installed, so I tried to patch the ROM with INIT.asm. But it seems it won't work, and I have no idea, why is that. I tried with Xkas v0.6, it crashed the ROM, then I tried with Xkas 1.2, it didn't crash the ROM, but after that any kind of songs I wanted to insert (even the simple, non-brr ones) crashed the hack (more exactly cleared all the sounds).
I tried to change the !FreeRAM address in the .asm file, it didn't help.

Do you have any kind of suggestions, what could I do?
Not really a question dealing with the *use* of addmusic... but how would I go about finding this "AddmusicM"? It's not in the tools section and Google hates me...
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